Gaming

Famitsu review scores – October 4, 2026

Pinterest LinkedIn Tumblr

Note that for each review, four editors gave out scores. The final total in the Famitsu review is there for out of a total of 40 points.

Here are the verdicts for Viractal and Qliphah in Providence’s Shadow from the four reviewers:

Viractal

This game offers a fresh take on classic fantasy RPG adventures, presented in a metafictional style reminiscent of playing an analog board game. Procedurally generated stages, card deck building, and the unique personalities and dice rolls of each playable character enhance strategy and unexpected twists, encouraging repeated playthroughs of the 25-turn limited adventure culminating in a final battle against a giant boss. The ability to control not just one character, but multiple characters, adds another layer of appeal.

It combines the gameplay of a board game and a roguelike card game, and while each play session takes a fair amount of time, it’s so engaging that you’ll want to play it again and again. The existence of Will, which is necessary to use more powerful cards, adds to the strategic appeal, but there are also times when you can’t use cards as you’d like, which can be a little restrictive. Unlocking not only characters but also maps and facilities within the map as new pieces is something to look forward to.

As a board game, it’s great that you can leave the management of dice, pieces, rules, and judgments to the computer, allowing you to concentrate on playing. The multiplayer environment is robust, with local communication, internet communication, and co-op play. While there are plenty of events, it sometimes feels repetitive, and battles can feel long. However, it has good compatibility with the popular roguelike deck-building elements, and its replayability is excellent. 

While cherishing the unique atmosphere of a space where you can only play board games, the game balance is also meticulously crafted so that you can feel the satisfaction of winning through strategic elements such as field movement choices and the use of Will (attribute & action points) during combat. The time it takes for one play is on the longer side, and unlocking new maps is… While the pace at which you acquire the necessary points is rather slow, it has plenty of appeal as a closed world that makes you want to try various things. 

Qliphah in Providence’s Shadow

The counter-based real-time command battles offer a stylish and satisfying combat experience with flashy visuals, visualized activation timings, and a wide range of skill builds. Even those unfamiliar with action games can use features like slow-motion replay to help them out. The UI, which assigns the two characters’ controls to the left and right sides of the controller, enhances the sense of teamwork. The exploration part, rather than actively pursuing the case, is more of a story-reading style, which can feel monotonous compared to the battles. 

The art style is full of designs and words that appeal to the inner chuunibyou (middle school syndrome). The stylish combat sequences and the exhilarating feeling of landing follow-up attacks after counters are nice. However, while you can get the feeling that you are fighting in a way that feels authentic, it also feels like you are just constantly matching the colors and timing of skills to the enemy’s attacks. When facing multiple enemies, it tends to get chaotic, and I wish the battle system and presentation were a little easier to understand.

The lack of distinction between Dogenzaka and Center Gai in the depiction of the scenery is a little disappointing, especially considering it’s modeled after a real city, but the familiar place names do stimulate the imagination. The various skills and tactics such as counters are a bit overdone and over-the-top, which feels like a mismatch with the fast-paced, real-time development, but each battle is dramatic. The count-in and still images are cool, highlighting the heroine’s cool visuals and voice! 

By constantly stopping time and applying buffs, and aiming for counterattacks after the opponent’s attacks… this certainly allows you to take on even tough enemies, but the gap between the action-game-like atmosphere of the combat section and the UI that makes you want to mash the attack button is hard to bridge. If you can expand your image of the carefully selected characters through the story development that feels like it’s constantly explaining the setting, you’ll probably be able to get into the generally calm pace of the game.